Geoffrey Blyth, Male Human [Permalink]
Personal [hide]
Description: He wears pastel leather gloves, a pastel jacket, and tight pants. He has relatively light skin and is very physically imposing due to his abundance of muscles. His auburn hair is well kept and his bushy mustache is tapered upwards at the ends. He wears round tiny glasses practically rammed into his face.
Personality: A deeply religious man he believes everything happens for a reason. The war was a terrible time for him, and Geoffrey does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He was born in a small plains village. When money was particularly tight he was walking through alleys when he overheard a Blacksmith hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He bought a shortspear and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He wants nothing more than to rejoin the army.
Flaws: Depressed. Bonds: Religious, Military, Nature, Poor. Occupation: Blacksmith
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 13 (+1) | 7 (-2) | 6 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 100 pp.
Hugh Churchill, Male Human [Permalink]
Personal [hide]
Description: This northern man is abnormally tall. He wears a grey shirt with thin white vertical stripes and yellow pants. His whole body is exceptionally muscular. His auburn hair is cut short with large spiked bangs in the front. His fair skin shows little sign of his aristocratic breeding.
Personality: He loves telling others what to do and how they should feel about things. He has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: Hugh was born the youngest of three triplets. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He has been saving his money to try and buy his sister's freedom.
Motivation: To reunite with his absent father.
Ideals: Opinionated. Bonds: Immigrant, Attractive, Rich, Family. Occupation: Layabout
Voice: Pronounces O like U
Attributes [hide]
Medium (5'11") Human, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 8 (-1) | 12 (+1) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnoll
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 200 gp.
Gunter Bentham, Male Human [Permalink]
Personal [hide]
Description: He wears a large hat to cast shadows over his face and wears ponchos to better hide his body, and he perpetually has his dagger ready. His hair, while still mostly black, has prominent grey streaks. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Raised by wardens he was only a novice when brigands swooped upon their monastery and killed most of the order. From there he went from mercenary job to mercenary job. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He has a rivalry with the Church that dominates his actions; and he wants to meet his childhood hero
Ideals: Fighting. Flaws: Antagonistic. Bonds: Adventurer, Religious, Enemies. Occupation: Miller
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'2") Human, True Neutral (CR 3)
Armor Class 8
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 7 (-2) | 15 (+2) | 17 (+3) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Goblin, Druidic, Celestial
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +1
Possessions: 400 sp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Charles Garrick, Male Human [Permalink]
Personal [hide]
Description: He likes to wear darkened spectacles and heavy clothing, no matter the weather. He carries with him a set of hand crossbows on his belt, each one with a emerald on the hilt. He has done his best to style his white hair to look like a famous performer. He has a dull look in his violet eyes.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.
History: Charles was born the youngest of three triplets. Ostracized due to the druidic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Charles fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Balancing his hectic life and new Butcher responsibilities is difficult; and his religion dominates his actions
Ideals: Fighting, Gifted. Bonds: Job, Religious, Family. Occupation: Butcher
Voice: Low and grunting
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 12 (+1) | 13 (+1) | 6 (-2) | 15 (+2) |
Senses Passive Perception 8
Languages Common, Gnoll
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +2
Possessions: 3000 cp. Ceremonial electrum dagger with a star ruby in the pommel (700 gp). Silver-plated steel longsword with jet jewel in hilt (300 gp). Gold and topaz bottle stopper cork (700 gp).
Arnold Staurheim, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he does not wear sleeves and tends to eschew shirts when he can avoid it. His golden hair and beard is wavy and long. His otherwise smooth face is marked with small tiny scars.
Personality: He is very quiet and rarely speaks above a whisper. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: He was born several months after his father was called into army service. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He used his abilities to trick people and travel the world for free.
Motivation: He feels that his past leaves him morally obligated to help; and he is being blackmailed/forced/etc and this influences his actions
Flaws: Ugly, Shy. Bonds: Poor, Criminal record, Military. Occupation: Ploughman
Voice: Thin and wheezing
Attributes [hide]
Medium (5'8") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 16 (+3) | 16 (+3) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Terran, Giant, Auran
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 8000 cp. Gold music box (1000 gp). A miniature golden chest with tiny emeralds lining the top (150 gp).
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Their contribution stands as a beacon of hope for all adventurers!